diff --git a/src/chunkmesher.cpp b/src/chunkmesher.cpp index 000111a..f0fccdb 100755 --- a/src/chunkmesher.cpp +++ b/src/chunkmesher.cpp @@ -1,9 +1,11 @@ +#include "chunkmesher.hpp" + #include #include #include "block.hpp" #include "chunk.hpp" -#include "chunkmesher.hpp" +#include "chunkmanager.hpp" #include "globals.hpp" #include "renderer.hpp" #include "spacefilling.hpp" @@ -93,25 +95,38 @@ void mesh(Chunk::Chunk* chunk) { for (x[u] = 0; x[u] < CHUNK_SIZE; x[u]++) { - Block b1 = (x[dim] >= 0) ? blocks[HILBERT_XYZ_ENCODE[x[0]][x[1]][x[2]]] : Block::NULLBLK; - Block b2 = (x[dim] < CHUNK_SIZE - 1) - ? blocks[HILBERT_XYZ_ENCODE[x[0] + q[0]][x[1] + q[1]][x[2] + q[2]]] - : Block::NULLBLK; + Block b1, b2; + if(x[dim] >= 0) b1 = blocks[HILBERT_XYZ_ENCODE[x[0]][x[1]][x[2]]]; + else{ + int cx = chunk->getPosition().x*CHUNK_SIZE; + int cy = chunk->getPosition().y*CHUNK_SIZE; + int cz = chunk->getPosition().z*CHUNK_SIZE; - // This is the original line taken from rob's code, readapted (replace voxelFace - // with b1 and b2). - // mask[n++] = ((voxelFace != Block::NULLBLK && voxelFace1 != Block::NULLBLK && - // voxelFace.equals(voxelFace1))) ? Block::NULLBLK : backFace ? voxelFace1 : voxelFace; + int bx = cx+x[0]; + int by = cy+x[1]; + int bz = cz+x[2]; - // Additionally checking whether b1 and b2 are AIR or Block::NULLBLK allows face culling, - // thus not rendering faces that cannot be seen - // Removing the control for Block::NULLBLK disables chunk borders, which is - // not always wanted and needs further checking - // This can be surely refactored in something that isn't such a big one-liner - mask[n++] = b1 != Block::NULLBLK && b2 != Block::NULLBLK && b1 == b2 ? Block::NULLBLK - : backFace ? b1 == Block::AIR || b1 == Block::NULLBLK ? b2 : Block::NULLBLK - : b2 == Block::AIR || b2 == Block::NULLBLK ? b1 - : Block::NULLBLK; + b1 = chunkmanager::getBlockAtPos(bx, by, bz); + } + + if(x[dim] < CHUNK_SIZE - 1) b2 = blocks[HILBERT_XYZ_ENCODE[x[0] + q[0]][x[1] + + q[1]][x[2] + q[2]]]; + else{ + int cx = chunk->getPosition().x*CHUNK_SIZE; + int cy = chunk->getPosition().y*CHUNK_SIZE; + int cz = chunk->getPosition().z*CHUNK_SIZE; + + int bx = cx+x[0] + q[0]; + int by = cy+x[1] + q[1]; + int bz = cz+x[2] + q[2]; + + b2 = chunkmanager::getBlockAtPos(bx, by, bz); + } + + // Compute the mask + mask[n++] = b1 != Block::NULLBLK && b2 != Block::NULLBLK && b1 == b2 ? Block::NULLBLK + : backFace ? b1 == Block::AIR ? b2 : Block::NULLBLK + : b2 == Block::AIR ? b1 : Block::NULLBLK; } }